Gaming system and a method of gaming for modifying a displayed player avatar

ABSTRACT

Disclosed is a gaming system including a display and a game controller, the game controller being arranged to identify a player from received player identification data, receive associated player game data of the identified player, and control the display of one or more characteristics of, or associated with, an avatar such that the player is provided with a graphical representation of the player game data. A method of gaming is also disclosed.

RELATED APPLICATIONS

The present application is a continuation of U.S. patent applicationSer. No. 15/448,264, filed Mar. 2, 2017, which is a continuation of U.S.patent application Ser. No. 13/934,462, filed Jul. 3, 2013, which issuedas U.S. Pat. No. 9,592,449 on Mar. 14, 2017, which claims priority toU.S. Provisional Patent Application Ser. No. 61/668,252 filed Jul. 5,2012. Each of the above-mentioned prior-filed applications is herebyexpressly incorporated herein by reference in its entirety.

FEDERALLY SPONSORED RESEARCH OR DEVELOPMENT

[Not Applicable]

MICROFICHE/COPYRIGHT REFERENCE

[Not Applicable]

BACKGROUND OF THE INVENTION

Current gaming machines may represent a player's remaining credit andcredit won during a game with a credit meter and a win meterrespectively. While such gaming systems provide players with enjoyment,a need exists for alternative gaming systems in order to maintain orincrease player enjoyment.

BRIEF SUMMARY OF THE INVENTION

In a first aspect, the invention provides a gaming system comprising:

a display; and

a game controller arranged to:

-   -   (a) identify a player from received player identification data;    -   (b) receive associated player game data of the identified        player; and    -   (c) control the display of one or more characteristics of, or        associated with, an avatar such that the player is provided with        a graphical representation of the player game data.

In an embodiment, the game controller is arranged to change the displayof one or more characteristics of, or associated with, the avatar inresponse to a change in the player game data.

In an embodiment, the avatar is a personalized avatar based on theplayer's avatar appearance choices.

In an embodiment, the player game data represents one or more of theplayer's credit remaining in the game, the player's credit input to thegame, the player's time spent playing the game, or the player's creditwon from the game.

In an embodiment, the player is also provided with a graphicalrepresentation of a credit meter and a win meter.

In an embodiment, the game controller receives the player identificationdata from a player marketing module arranged to read playeridentification data from a tracking device.

In an embodiment, the game controller receives the player game data fromthe player marketing module which is also arranged to read player gamedata from the tracking device.

In an embodiment, the game controller receives the player game data froma server associated with the gaming system.

In an embodiment, the graphical representation comprises an indicationof one or more of mana, health, or experience.

In an embodiment, mana represents one of the player's credit remainingin the game, the player's credit input to the game, the player's timespent playing the game, or the player's credit won from the game.

In an embodiment, health represents one of the player's credit remainingin the game, the player's credit input to the game, the player's timespent playing the game, or the player's credit won from the game.

In an embodiment, experience represents one of the player's creditremaining in the game, the player's credit input to the game, theplayer's time spent playing the game, or the player's credit won fromthe game.

In a second aspect, the invention provides a method of gaming in agaming system comprising:

(a) identifying a player from received player identification data;

(b) receiving associated player game data of the identified player; and

(c) controlling a display of the gaming system to display one or morecharacteristics of, or associated with, an avatar such that the playeris provided with a graphical representation of the player game data.

In an embodiment, the game controller is arranged to change the displayof one or more characteristics of, or associated with, the avatar inresponse to a change in the player game data.

In an embodiment, the avatar is a personalized avatar based on theplayer's avatar appearance choices.

In an embodiment, the player game data represents one or more of theplayer's credit remaining in the game, the player's credit input to thegame, the player's time spent playing the game, or the player's creditwon from the game.

In an embodiment, the player is also provided with a graphicalrepresentation of a credit meter and a win meter.

In an embodiment, the game controller receives the player identificationdata from a player marketing module arranged to read playeridentification data from a tracking device.

In an embodiment, the game controller receives the player game data fromthe player marketing module which is also arranged to read player gamedata from the tracking device.

In an embodiment, the game controller receives the player game data froma server associated with the gaming system.

In an embodiment, the graphical representation comprises an indicationof one or more of mana, health, or experience.

In an embodiment, mana represents one of the player's credit remainingin the game, the player's credit input to the game, the player's timespent playing the game, or the player's credit won from the game.

In an embodiment, health represents one of the player's credit remainingin the game, the player's credit input to the game, the player's timespent playing the game, or the player's credit won from the game.

In an embodiment, experience represents one of the player's creditremaining in the game, the player's credit input to the game, theplayer's time spent playing the game, or the player's credit won fromthe game.

In a third aspect, the invention provides computer program code whichwhen executed implements the above method.

In a fourth aspect, the invention provides computer readable mediumcomprising the computer program code.

BRIEF DESCRIPTION OF SEVERAL VIEWS OF THE DRAWINGS

An exemplary embodiment of the invention will now be described withreference to the accompanying drawings in which:

FIG. 1 is a block diagram of the core components of a gaming system;

FIG. 2 is a perspective view of a stand alone gaming machine;

FIG. 3 is a block diagram of the functional components of a gamingmachine;

FIG. 4 is a schematic diagram of the functional components of a memory;

FIG. 5 is a schematic diagram of a network gaming system;

FIG. 6 is a further block diagram of a gaming system; and

FIG. 7 is a flow chart of an embodiment.

DETAILED DESCRIPTION OF THE INVENTION

Referring to the drawings, there is shown a gaming system having a gamecontroller arranged to implement a game where the display provides aplayer with a graphical representation of their player game data. Thisis achieved by controlling the display of one or more characteristicsof, or associated with, an avatar. Certain characteristics, representingcorresponding player game data sets, of the player's avatar are changedduring the course of play.

General Construction of Gaming System

The gaming system can take a number of different forms. In a first form,a stand alone gaming machine is provided wherein all or most componentsrequired for implementing the game are present in a player operablegaming machine.

In a second form, a distributed architecture is provided wherein some ofthe components required for implementing the game are present in aplayer operable gaming machine and some of the components required forimplementing the game are located remotely relative to the gamingmachine. For example, a “thick client” architecture may be used whereinpart of the game is executed on a player operable gaming machine andpart of the game is executed remotely, such as by a gaming server; or a“thin client” architecture may be used wherein most of the game isexecuted remotely such as by a gaming server and a player operablegaming machine is used only to display audible and/or visible gaminginformation to the player and receive gaming inputs from the player.

However, it will be understood that other arrangements are envisaged.For example, an architecture may be provided wherein a gaming machine isnetworked to a gaming server and the respective functions of the gamingmachine and the gaming server are selectively modifiable. For example,the gaming system may operate in stand alone gaming machine mode, “thickclient” mode or “thin client” mode depending on the game being played,operating conditions, and so on. Other variations will be apparent topersons skilled in the art.

Irrespective of the form, the gaming system has several core components.At the broadest level, the core components are a player interface 50 anda game controller 60 as illustrated in FIG. 1. The player interface isarranged to enable manual interaction between a player and the gamingsystem and for this purpose includes the input/output componentsrequired for the player to enter instructions to play the game andobserve the game outcomes.

Components of the player interface may vary from embodiment toembodiment but will typically include a credit mechanism 52 to enable aplayer to input credits and receive payouts, one or more displays 54, agame play mechanism 56 including one or more input devices that enable aplayer to input game play instructions (e.g. to place a wager), and oneor more speakers 58.

The game controller 60 is in data communication with the playerinterface and typically includes a processor 62 that processes the gameplay instructions in accordance with game play rules and outputs gameplay outcomes to the display. Typically, the game play rules are storedas program code in a memory 64 but can also be hardwired. Herein theterm “processor” is used to refer generically to any device that canprocess game play instructions in accordance with game play rules andmay include: a microprocessor, microcontroller, programmable logicdevice or other computational device, a general purpose computer (e.g. aPC) or a server. That is a processor may be provided by any suitablelogic circuitry for receiving inputs, processing them in accordance withinstructions stored in memory and generating outputs (for example on thedisplay). Such processors are sometimes also referred to as centralprocessing units (CPUs). Most processors are general purpose units,however, it is also know to provide a specific purpose processor usingan application specific integrated circuit (ASIC) or a fieldprogrammable gate array (FPGA).

A gaming system in the form of a stand alone gaming machine 10 isillustrated in FIG. 2. The gaming machine 10 includes a console 12having a display 14 on which are displayed representations of a game 16that can be played by a player. A mid-trim 20 of the gaming machine 10houses a bank of buttons 22 for enabling a player to interact with thegaming machine, in particular during game play. The mid-trim 20 alsohouses a credit input mechanism 24 which in this example includes a coininput chute 24A and a bill collector 24B. Other credit input mechanismsmay also be employed, for example, a card reader for reading a smartcard, debit card or credit card. Other gaming machines may configure forticket in such that they have a ticket reader for reading tickets havinga value and crediting the player based on the face value of the ticket.A player marketing module (shown in FIG. 6) having a reading device mayalso be provided for the purpose of reading a player tracking device,for example as part of a loyalty program. The player tracking device maybe in the form of a card, flash drive or any other portable storagemedium capable of being read by the reading device. In some embodiments,the player marketing module may provide an additional credit mechanism,either by transferring credits to the gaming machine from credits storedon the player tracking device or by transferring credits from a playeraccount in data communication with the player marketing module.

A top box 26 may carry artwork 28, including for example pay tables anddetails of bonus awards and other information or images relating to thegame. Further artwork and/or information may be provided on a frontpanel 29 of the console 12. A coin tray 30 is mounted beneath the frontpanel 29 for dispensing cash payouts from the gaming machine 10.

The display 14 shown in FIG. 2 is in the form of a video display unit,particularly a cathode ray tube screen device. Alternatively, thedisplay 14 may be a liquid crystal display, plasma screen, any othersuitable video display unit, or the visible portion of anelectromechanical device. The top box 26 may also include a display, forexample a video display unit, which may be of the same type as thedisplay 14, or of a different type.

FIG. 3 shows a block diagram of operative components of a typical gamingmachine which may be the same as or different to the gaming machine ofFIG. 2.

The gaming machine 100 includes a game controller 101 having a processor102 mounted on a circuit board. Instructions and data to controloperation of the processor 102 are stored in a memory 103, which is indata communication with the processor 102. Typically, the gaming machine100 will include both volatile and non-volatile memory and more than oneof each type of memory, with such memories being collectivelyrepresented by the memory 103.

The gaming machine has hardware meters 104 for purposes includingensuring regulatory compliance and monitoring player credit, aninput/output (I/O) interface 105 for communicating with peripheraldevices of the gaming machine 100. The input/output interface 105 and/orthe peripheral devices may be intelligent devices with their own memoryfor storing associated instructions and data for use with theinput/output interface or the peripheral devices. A random numbergenerator module 113 generates random numbers for use by the processor102. Persons skilled in the art will appreciate that the reference torandom numbers includes pseudo-random numbers.

In the example shown in FIG. 3, a player interface 120 includesperipheral devices that communicate with the game controller 101including one or more displays 106, a touch screen and/or buttons 107(which provide a game play mechanism), a card and/or ticket reader 108,a printer 109, a bill acceptor and/or coin input mechanism 110 and acoin output mechanism 111. Additional hardware may be included as partof the gaming machine 100, or hardware may be omitted as required forthe specific implementation. For example, while buttons or touch screensare typically used in gaming machines to allow a player to place a wagerand initiate a play of a game any input device that enables the playerto input game play instructions may be used. For example, in some gamingmachines a mechanical handle is used to initiate a play of the game.Persons skilled in the art will also appreciate that a touch screen canbe used to emulate other input devices, for example, a touch screen candisplay virtual buttons which a player can “press” by touching thescreen where they are displayed.

In addition, the gaming machine 100 may include a communicationsinterface, for example a network card 112. The network card may, forexample, send status information, accounting information or otherinformation to a bonus controller, central controller, server ordatabase and receive data or commands from the bonus controller, centralcontroller, server or database. In embodiments employing a playermarketing module, communications over a network may be via playermarketing module—i.e. the player marketing module may be in datacommunication with one or more of the above devices and communicate withit on behalf of the gaming machine.

FIG. 4 shows a block diagram of the main components of an exemplarymemory 103. The memory 103 includes RAM 103A, EPROM 103B and a massstorage device 103C. The RAM 103A typically temporarily holds programfiles for execution by the processor 102 and related data. The EPROM103B may be a boot ROM device and/or may contain some system or gamerelated code. The mass storage device 103C is typically used to storegame programs, the integrity of which may be verified and/orauthenticated by the processor 102 using protected code from the EPROM103B or elsewhere.

It is also possible for the operative components of the gaming machine100 to be distributed, for example input/output devices106,107,108,109,110,111 to be provided remotely from the game controller101.

FIG. 5 shows a gaming system 200 in accordance with an alternativeembodiment. The gaming system 200 includes a network 201, which forexample may be an Ethernet network. Gaming machines 202, shown arrangedin three banks 203 of two gaming machines 202 in FIG. 5, are connectedto the network 201. The gaming machines 202 provide a player operableinterface and may be the same as the gaming machines 10,100 shown inFIGS. 2 and 3, or may have simplified functionality depending on therequirements for implementing game play. While banks 203 of two gamingmachines are illustrated in FIG. 5, banks of one, three or more gamingmachines are also envisaged.

One or more displays 204 may also be connected to the network 201. Forexample, the displays 204 may be associated with one or more banks 203of gaming machines. The displays 204 may be used to displayrepresentations associated with game play on the gaming machines 202,and/or used to display other representations, for example promotional orinformational material.

In a thick client embodiment, game server 205 implements part of thegame played by a player using a gaming machine 202 and the gamingmachine 202 implements part of the game. With this embodiment, as boththe game server and the gaming device implement part of the game, theycollectively provide a game controller. A database management server 206may manage storage of game programs and associated data for downloadingor access by the gaming devices 202 in a database 206A. Typically, ifthe gaming system enables players to participate in a Jackpot game, aJackpot server 207 will be provided to perform accounting functions forthe Jackpot game. A loyalty program server 212 may also be provided.

In a thin client embodiment, game server 205 implements most or all ofthe game played by a player using a gaming machine 202 and the gamingmachine 202 essentially provides only the player interface. With thisembodiment, the game server 205 provides the game controller. The gamingmachine will receive player instructions, pass these to the game serverwhich will process them and return game play outcomes to the gamingmachine for display. In a thin client embodiment, the gaming machinescould be computer terminals, e.g. PCs running software that provides aplayer interface operable using standard computer input and outputcomponents. Other client/server configurations are possible, and furtherdetails of a client/server architecture can be found in WO 2006/052213and PCT/SE2006/000559, the disclosures of which are incorporated hereinby reference.

Servers are also typically provided to assist in the administration ofthe gaming network 200, including for example a gaming floor managementserver 208, and a licensing server 209 to monitor the use of licensesrelating to particular games. An administrator terminal 210 is providedto allow an administrator to run the network 201 and the devicesconnected to the network.

The gaming system 200 may communicate with other gaming systems, otherlocal networks, for example a corporate network, and/or a wide areanetwork such as the Internet, for example through a firewall 211.

Persons skilled in the art will appreciate that in accordance with knowntechniques, functionality at the server side of the network may bedistributed over a plurality of different computers. For example,elements may be run as a single “engine” on one server or a separateserver may be provided. For example, the game server 205 could run arandom generator engine. Alternatively, a separate random numbergenerator server could be provided. Further, persons skilled in the artwill appreciate that a plurality of game servers could be provided torun different games or a single game server may run a plurality ofdifferent games as required by the terminals.

Further Detail of Gaming System

The player operates the game play mechanism 56 to specify a wager andhence the win entitlement which will be evaluated for this play of thegame and initiates a play of the game. Persons skilled in the art willappreciate that a player's win entitlement will vary from game to gamedependent on player selections. In most spinning reel games, it istypical for the player's entitlement to be affected by the amount theywager and selections they make (i.e. the nature of the wager). Forexample, a player's win entitlement may be based on how many lines theyplay in each game—e.g. a minimum of one line up to the maximum number oflines allowed by the game (noting that not all permutations of win linesmay be available for selection) and how much they wager per line. Suchwin lines are typically formed by a combination of symbol displaypositions, one from each reel, the symbol display positions beinglocated relative to one another such that they form a line.

In many games, the player's win entitlement is not strictly limited tothe lines they have selected, for example, “scatter” pays are awardedindependently of a players selection of pay lines and are an inherentpart of the win entitlement.

Persons skilled in the art, will appreciate that in other embodiments,the player may obtain a win entitlement by selecting a number of reelsto play and an amount to wager per reel. Such games are marketed underthe trade name “Reel Power” by Aristocrat Leisure Industries Pty Ltd.The selection of the reel means that each displayed symbol of the reelcan be substituted for a symbol at one or more designated displaypositions. In other words, all symbols displayed at symbol displaypositions corresponding to a selected reel can be used to form symbolcombinations with symbols displayed at a designated, symbol displaypositions of the other reels. For example, if there are five reels andthree symbol display positions for each reel such that the symboldisplay positions comprise three rows of five symbol display positions,the symbols displayed in the center row are used for non-selected reels.As a result, the total number of ways to win is determined bymultiplying the number of active display positions of each reels, theactive display positions being all display positions of each selectedreel and the designated display position of the non-selected reels. As aresult for five reels and fifteen display positions there are 243 waysto win.

In other embodiments a player win entitlement may be affected bypurchasing access to particular pay tables—e.g. a first bet amountentitles the player to wins including cherries and a second amountentitles them to wins including plums.

A game round involves at least one of the reels being “spun”—e.g. newsymbols of the reels are selected for display at the display positionsand the reel is either physically or virtually spun to a stop. Personsskilled in the art will appreciate that there may be more than one gameround in a play of a gaming machine such as is the case when a series offree spins is awarded. The outcome of a game round may be no win, a win(for example from a winning combination of symbols), a contributiontowards a win accrued over a plurality of game rounds, etc. Typically, awin will result in some form of award being made such as an award ofcredits. Such an award may never actually be physically received by aplayer. For example, many gaming systems provide a player with a doubleor nothing gamble feature, where the player can double or forfeit theircredits before commencing another play of the game or cashing out.Further, as credits are fungible, once credits have been added to thecredit meter it is not possible to distinguish between credits whichexist because the player has input cash or the like and creditsresulting from an award.

In FIG. 6, the processor 62 of game controller 60 is shown implementinga number of modules based on program code and data stored in memory 64.Persons skilled in the art will appreciate that various of the modulescould be implemented in some other way, for example by a dedicatedcircuit.

In an embodiment of the invention, the player interface includes acredit mechanism 52, one or more displays 54, a game play mechanism 56,one or more speakers 58, and a player marketing module 59. A player mayoperate the player marketing module 59 through interaction with a playertracking device, for example by inserting a player tracking card into acard reader. The game controller 60 is arranged to identify the playerfrom received player identification data 650 transferable from theplayer tracking device. Alternatively, the player marketing module 59may communicate with a database server across a network in order toidentify the player (for example, the database of a player loyaltysystem). The player identification data 650 may be held in memory 64 forthe duration of the player's gaming session, or alternatively may beused once to identify the player and then discarded from memory.

The game controller 60 is also arranged to receive player game data 651that is associated with the player and the player identification data650. The player game data 651 may be stored on the player trackingdevice, or on a server accessible by the player marketing module 59. Theplayer game data 651 may be held in memory 64 for the duration of theplayer's gaming session. The player game data 651 may also be updated bythe game controller 60 or in any other suitable manner, such as by aserver. In embodiments where the player game data 651 is received fromthe player tracking device, the marketing module 59 may update the gamedata 651 on the tracking device, for example by prompting the player tooperate the marketing module 59 at the end of a gaming session.

The player game data 651 comprises one or more data sets such as: creditremaining 651A in the game; credit input 651B to the game; time 651Cspent playing the game; and credit won 651D from the game. Creditremaining 651A may represent the total credit the player has left toplay with and may reflect a credit meter. Credit input 651B mayrepresent the total credit the player has input to the game sincebeginning playing it either in the current gaming session or across aplurality of gaming sessions. Time 651C may represent the total time theplayer has spent playing the game since beginning playing it either inthe current gaming session or across a plurality of gaming sessions.Credit won 651D may represent the total credit won, ignoring any losses,and may ratchet up in proportion to a win meter (the win meter typicallybeing reset to zero at the beginning of each new game or when cashingout). Credit input 651B, time 651C and credit won 651D may each berepresented by a variable in memory 64 that is programmed to onlyincrease. Credit remaining 651A may be represented by a variable inmemory 64 that can increase or decrease and where a value of zeroindicates that the player must insert more credit in order to keepplaying.

The processor 62 typically comprises further modules required to workthe gaming machine as will be appreciated by persons skilled in the art.Broadly, such modules include the outcome generator 622 which operatesin response to the player's operation of game play mechanism 56 to placea wager and initiate a play of the game and generates a game outcomewhich will then be evaluated by award evaluator 623. The first part offorming the game outcome is for a symbol selector 622A to select symbolsfrom a set of symbols specified by symbol data 641 using random numbergenerator 621. The selected symbols are advised to the displaycontroller 624 which causes them to be displayed on display 54 at a setof display positions.

One example of selecting symbols is for the symbol selector 622A toselect symbols for display from a plurality of symbol sets correspondingto respective ones of a plurality of spinning reels. The symbol sets 641can specify a sequence of symbols for each reel such that the symbolselector 622A can select all of the symbols by selecting a stoppingposition in the sequence. In one example, three symbols of each of fivereels may be displayed such that symbols are displayed at fifteendisplay positions on display 54. It is known to use a probability tablestored in memory 64 to vary the odds of a particular stop position beingselected. Other techniques can be used to control the odds of particularoutcomes occurring to thereby control the return to player of the game.

During game play, an avatar with one or more associated characteristicsis continuously or intermittently displayed on display 54. The gamecontroller 60 is arranged to control the display 54 to change thecharacteristics of the avatar such that the player is provided with agraphical representation of the player game data 651. An avatarcontroller module 624A or any other suitable module may execute therendering or image processing required for display of the avatar. Theavatar may be a character such as a stylized human or non-human, icon,symbol, graphic, picture or any other suitable graphical representation.For example, the avatar may be a cartoon samurai that is controlled toappear to run and jump around the display in a game with a martial artstheme. Alternatively, the avatar may simply be a static polygon. Thechangeable characteristics may be an integral part of the avatar'sdesign or may be some indicators external to the avatar's design.

Furthering the samurai example, the samurai's clothing color, clothingstyle, hair color, hair style, sword length, sword design, equipmentcarried or any other suitable characteristic may change in response tochanging player game data 651. As another example, the samurai'sappearance may become bloodied and bruised as the credit remaining 651Abecomes low and may become less bloodied and bruised to the point of noinjuries as the player inserts more credit and increases the creditremaining 651A data. As another example, the samurai may carryprogressively better equipment as credit won 651D increases. As anotherexample, the avatar may grow older and appear wiser as time 651Cincreases. The game controller is typically arranged to change thedisplay of one or more characteristics of, or associated with, theavatar in response to a change in the player game data.

As another example, the avatar may have associated external bars(similar to health bars or life bars in video games), the fullness ofwhich increases or decreases in response to changing player game data651. As another example, the concepts of mana (or magical energy),health (or physical energy) and experience may each be graphicallyrepresented by a characteristic of the avatar where mana, health andexperience each represent one of credit remaining 651A, credit input651B, time 651C, credit won 651D, or any other suitable data. Mana maybe graphically represented by, for example, a mana bar, an aura fieldthat grows and shrinks around the avatar, or in any other suitablemanner. Health may be graphically represented by, for example, a healthbar, physical injuries on the avatar, or in any other suitable manner.Experience may be graphically represented by, for example, an experiencebar, age of the avatar, equipment or weapons held by the avatar, or inany other suitable manner.

In an advantageous embodiment, each player of the game may have anassociated, personalized avatar. For example, the avatar of a firstplayer of a martial arts themed game may represent a samurai with whiteclothes and black hair. The avatar of a second player of that game mayrepresent a samurai with blue clothes and blonde hair. The avatar of athird player of that game may represent a ninja with black clothes and ared headband. Upon playing a game for the first time, the player may beprompted to choose a particular avatar (for example, samurai, ninja, orotherwise) and certain features (for example, clothing, hair, orotherwise). These avatar appearance choices may be saved as data on theplayer tracking device, in a player loyalty system provided on a serveror in any other suitable manner. In this embodiment, the player'schosen, personalized avatar will be displayed each time they play thegame, including changes in the avatar's appearance in response tochanges in player game data 651. The player may be able to change theirchosen avatar if so desired, for example, from samurai to ninja orclothing or hair color. If a player changes their avatar, the new avatarmay have corresponding characteristics, such as similar physicalinjuries or age, representing the current state of the player game data651. The updated avatar appearance choices may be saved as data in asuitable manner. Alternatively, the player may use a default avatarwhich may be predetermined or randomly selected by the game controller60.

In an embodiment, the win meter and credit meter may be both displayedindependent to and at the same time as the avatar. Both the credit meterand the avatar may display the credit remaining 651A data.

The method 700 of an embodiment is summarized in FIG. 7, which assumesthe player has been identified, player game data has been loaded, andthe player has some amount of credit remaining. When the player starts710, a round of the game 720 is played. Note that a round of the game720 may comprise one or spins of the reels depending on the particulargame being played. The game controller determines whether the player won730 the game. If the player did not win, the number of credits lost inthat game is subtracted 740 from the remaining credit data. Also, thedisplay is controlled to update 750 the visual characteristic of theavatar associated with the remaining credit data.

If the player did win, the number of credits won in that game is added760 to the remaining credit data. Also, the number of credits won isadded 770 to the credit won data. Further, the display is controlled toupdate 780 the visual characteristics of the avatar associated with eachof the remaining credit data and the credit won data. In embodimentswhere a round of the game 720 comprises more than one spin of the reels,the player game data and avatar displayed may be updated at the end ofeach spin, or at the end of the round of the game 720.

The method associated with the credit input data and time data may notbe dependent on the outcome of the game. The credit input data isgenerally increased each time the player inputs credit into the gamingmachine. The time data may be increased according to a clock modulewhich may be provided in the game controller.

Further aspects of the method will be apparent from the abovedescription of the system. It will be appreciated that at least part ofthe method will be implemented electronically, for example, digitally bya processor executing program code such as in the above description of agame controller. In this respect, in the above description certain stepsare described as being carried out by a processor of a gaming system, itwill be appreciated that such steps will often require a number ofsub-steps to be carried out for the steps to be implementedelectronically, for example due to hardware or programming limitations.For example, to carry out a step such as evaluating, determining orselecting, a processor may need to compute several values and comparethose values.

As indicated above, the method may be embodied in program code. Theprogram code could be supplied in a number of ways, for example on atangible computer readable storage medium, such as a disc or a memorydevice, e.g. an EEPROM, (for example, that could replace part of memory103) or as a data signal (for example, by transmitting it from aserver). Further different parts of the program code can be executed bydifferent devices, for example in a client server relationship. Personsskilled in the art, will appreciate that program code provides a seriesof instructions executable by the processor.

It will be understood to persons skilled in the art of the inventionthat many modifications may be made without departing from the spiritand scope of the invention, in particular it will be apparent thatcertain features of embodiments of the invention can be employed to formfurther embodiments.

It is to be understood that, if any prior art is referred to herein,such reference does not constitute an admission that the prior art formsa part of the common general knowledge in the art in any country.

In the claims which follow and in the preceding description of theinvention, except where the context requires otherwise due to expresslanguage or necessary implication, the word “comprise” or variationssuch as “comprises” or “comprising” is used in an inclusive sense, i.e.to specify the presence of the stated features but not to preclude thepresence or addition of further features in various embodiments of theinvention.

The invention claimed is:
 1. A player marketing module operable with agaming system comprising a display device; and a credit input mechanism,the player marketing module comprising: a player identification deviceconfigured to receive identification data of a player; a controllerwhich executes instructions, which cause the controller, in conjunctionwith the gaming system, to at least: communicate with a database serverto transfer credit corresponding to the player from the database serverto the gaming system based on the identification data of the player;establish a credit balance associated with the player on the gamingsystem based at least in part on at least one of: the credit transferredto the gaming system or a credit input via the credit input mechanism;update player game data in response to the credit balance established onthe gaming system; display, on the display device in communication withthe player marketing module, a player avatar having a first appearancecharacteristic that is indicative of the player game data having a firststate; and modify the displayed player avatar to have a secondappearance characteristic that is indicative of the player game datahaving a second state.
 2. The player marketing module of claim 1,wherein the first appearance characteristic and the second appearancecharacteristic are an integral part of the player avatar.
 3. The playermarketing module of claim 2, wherein the player game data is at leastone of credit remaining in the game for the player, the credit input tothe game by the player, time spent playing the game by the player, orcredit won from the game by the player.
 4. The player marketing moduleof claim 1, wherein the player avatar is a personalized avatar based onavatar appearance choices of the player.
 5. The player marketing moduleof claim 1, wherein the controller is configured to display a graphicalrepresentation of a credit meter and a win meter.
 6. The playermarketing module of claim 1, comprising a tracking device, wherein theplayer identification device is configured to receive the identificationdata of the player from the tracking device.
 7. The player marketingmodule of claim 1, wherein the controller is configured to modify thedisplayed player avatar from the second appearance characteristic backto the first appearance characteristic if the player game data changesfrom the second state to the first state.
 8. The player marketing moduleof claim 1, wherein the controller is configured to receive the playergame data from a server associated with the gaming system.
 9. The playermarketing module of claim 1, wherein the first appearance characteristicand the second appearance characteristic indicates at least one of mana,health, or experience.
 10. The player marketing module of claim 9,wherein the mana represents one of the credit remaining in the game forthe player, the credit input to the game by the player, the time spentplaying the game by the player, and the credit won from the game by theplayer.
 11. The player marketing module of claim 9, wherein the healthrepresents one of the credit remaining in the game for the player, thecredit input to the game by the player, the time spent playing the gameby the player, and the credit won from the game by the player.
 12. Theplayer marketing module of claim 9, wherein the experience representsone of the credit remaining in the game for the player, the credit inputto the game by the player, the time spent playing the game by theplayer, and the credit won from the game by the player.
 13. The playermarketing module of claim 1, wherein the controller is configured tocommunicate with the database server to transfer credit corresponding tothe credit balance associated with the player from the gaming system tothe database server at an end of a gaming session.
 14. A method ofoperating a player marketing module with a gaming system comprising adisplay device and a credit input mechanism, the player marketing modulecomprising a player identification device and a controller whichexecutes instructions, the method comprising: receiving, via the playeridentification device, identification data of a player; communicating,by the controller, with a database server to transfer creditcorresponding to the player from the database server to the gamingsystem based on the identification data of the player; establishing, bythe controller, a credit balance associated with the player on thegaming system based at least in part on at least one of: the credittransferred to the gaming system or a credit input via the credit inputmechanism; updating, by the controller, player game data in response tothe credit balance established on the gaming system; displaying, on thedisplay device in communication with the player marketing module, aplayer avatar having a first appearance characteristic that isindicative of the player game data having a first state; and modifyingthe displayed player avatar to have a second appearance characteristicthat is indicative of the player game data having a second state. 15.The method of claim 14, wherein the first appearance characteristic andthe second appearance characteristic are an integral part of the playeravatar.
 16. The method of claim 15, wherein the player game data is atleast one of credit remaining in the game for the player, the creditinput to the game by the player, time spent playing the game by theplayer, or credit won from the game by the player.
 17. The method ofclaim 14, comprising personalizing the player avatar based on avatarappearance choices of the player.
 18. The method of claim 14, comprisingdisplaying a graphical representation of a credit meter and a win meter.19. The method of claim 14, wherein the receiving, via the playeridentification device, the identification data of a player comprisesreading the identification data from a tracking device.
 20. The methodof claim 14, comprising modifying the displayed player avatar from thesecond appearance characteristic back to the first appearancecharacteristic if the player game data changes from the second state tothe first state.
 21. The method of claim 14, comprising receiving theplayer game data from a server associated with the gaming system. 22.The method of claim 14, wherein the first appearance characteristic andthe second appearance characteristic indicates at least one of mana,health, or experience.
 23. The method of claim 22, wherein the manarepresents one of the credit remaining in the game for the player, thecredit input to the game by the player, the time spent playing the gameby the player, and the credit won from the game by the player.
 24. Themethod of claim 22, wherein the health represents one of the creditremaining in the game for the player, the credit input to the game bythe player, the time spent playing the game by the player, and thecredit won from the game by the player.
 25. The method of claim 22,wherein the experience represents one of the credit remaining in thegame for the player, the credit input to the game by the player, thetime spent playing the game by the player, and the credit won from thegame by the player.
 26. The method of claim 14, comprisingcommunicating, by the controller, with the database server to transfercredit corresponding to the credit balance associated with the playerfrom the gaming system to the database server at an end of a gamingsession.